﻿Shader "Custom/SolutionShader"
{   
    Properties
    {
        _Color ("Color Tint", Color) = (1,1,1,1)
        _MainTex ("Texture", 2D) = "white"
    }    

    SubShader
    {
		Tags {"Queue" = "Transparent" }
		
	    CGPROGRAM
		#pragma surface surf Lambert alpha
 
		sampler2D _MainTex;
		fixed4 _Color;

		struct Input {
			float2 uv_MainTex : TEXCOORD0;
		};

		void surf (Input IN, inout SurfaceOutput o) 
		{ 
			if (IN.uv_MainTex[0] > 0.2)
			{
				o.Albedo = float3(0,0,0);			
				o.Alpha = _Color.a;
			}
			else
			{
				fixed4 c = _Color;
				o.Albedo = c.rgb;
				o.Alpha = c.a;
			}
		}

		ENDCG
	}
}
